@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
Filippo Ubertino has released a new pack of alphas that will help you block out hard surface objects within ZBrush in no time. “Starting from a very simple mesh, the use of these alphas allows you to quickly produce a base form from which to start,” states the artist.
- 200+ Alphas Tiff 2048×2048
- ZTL of the Helmet Base Mesh
Check out a video preview below:
“Commercial use of the Alphas is permitted but nothing can be included in an asset pack or sold at any sort of asset/resource marketplace and must be embedded components in media such as a video game, movies, or similar products.”
You can get more details here.